On Wed, Jun 1, 2016 at 7:40 PM, Patrick Baggett <baggett.patr...@gmail.com> wrote: >> >> >> No. Shader compilation can only be asynchronous if it's far enough >> from a draw call and the app doesn't query its status. If it's next to >> a draw call, multithreading is useless. Completely useless. >>
I take my statement back. Multithreading can be useful for compiling VS and FS in parallel when it's next to a draw call. > > I don't know a lot about the shader compilation/linking process, so > I'm just asking this for my own benefit. > > I read that the optimizations take a long time. Is it possible to > create a sort of -O0 version of the shader while the real version is > generated by some thread pool? Or would there be some shaders that > would just fail to run unless optimization took place (and the > developers count on that)? The latter. Register allocation is usually required for being able to run a shader. Marek _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev